Screenshot Thread
- Wicked Sick
"but "godrays" coming out of a Lamborghini rim? How could I resist?"
I lol'd hahahah
Please Log in or Create an account to join the conversation.
- Ryuken
Please Log in or Create an account to join the conversation.
- Rone
Please Log in or Create an account to join the conversation.
- Quentin-Tarantino
Please Log in or Create an account to join the conversation.
- DeMondo
Marty McFly wrote: #60fps
#pcmasterrace
Warning: Spoiler!There have been a lot of updates from last video. The AO is now fast, like HELLA fast. The biggest part of the performance impact of any AO solution is the cache inefficiency. Takes ages to explain but basically, the higher the sample radius, the lower the fps. I just did a major update to ensure maximum efficiency. To put it in numbers:
GTASA without AO, GTX 970: 90-110 fps
GTASA without AO, GT 920: 50-70 fps
old implementation: 64 samples, GTX 970: 50-60 fps
old implementation: 150 samples, GT 920: 5-8 fps
new implementation: 64 samples: GTX 970: 85-100 fps
new implementation: 150 samples: GT 920: 45-55 fps
Incredible, right? And this in fullscreen with fairly high sample count and radius. Before, I could kill my GTX 970 with the AO shader, now I cannot force-drop the fps below 70, even with 255 samples and screen-size big radius. This is no hoax, as you can see in the video where I used a radius twice as big as Nvidia HBAO+ has and 72 samples (3x HBAO+ very high) with less fps impact. Not to forget that HBAO+ is only AO while this calculates Indirect Lighting along the way which at least doubles the GPU load. Using a special dither texture (took me half an hour to write down a 16x16 bayer matrix), the resulting pattern needs less blur steps in the bilateral postblur than the noisy result of usual pseudo-random generators.
Even if that's not enough, the user can render the AO/IL in half screen resolution to reduce the number of processed pixels by three quarters. Then the implementation runs with unnoticeable fps impact at any setting.
-Just beyond awesome Marty!
Please Log in or Create an account to join the conversation.
- Ryuken
Please Log in or Create an account to join the conversation.
- Ryuken
Please Log in or Create an account to join the conversation.
- keksimus
Please Log in or Create an account to join the conversation.
- Quentin-Tarantino
Please Log in or Create an account to join the conversation.
- Wicked Sick
Please Log in or Create an account to join the conversation.
- Quentin-Tarantino
Wicked Sick wrote: I like the emboss effect.
Emboss + Gaussian + HSV and a kiss off Spherical Tonemap gives a overall nice results

Please Log in or Create an account to join the conversation.
- Tom Yum 72
Please Log in or Create an account to join the conversation.
- Edudu47
Please Log in or Create an account to join the conversation.
- JoPineapples68
Please Log in or Create an account to join the conversation.
- Ryuken
Please Log in or Create an account to join the conversation.
- Marty McFly
Rendered with >60 fps on a GT920. GTASA original fps: around 85-100. 150 samples.


Nvidia VXGI for comparison (picture from Boulotaur2024). Remember that this scene doesn't run on GTASA, hence higher fps.
Please Log in or Create an account to join the conversation.
- GERgta
- Topic Author
Please Log in or Create an account to join the conversation.
- Ryuken
Please Log in or Create an account to join the conversation.
- Edudu47
Please Log in or Create an account to join the conversation.
- keksimus
Please Log in or Create an account to join the conversation.